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Represents both the sun and sky for scenes with a dynamic time of day. More...
Public Member Functions | |
void | applyChanges () |
Apply a full network update of all fields to all clients. | |
Public Attributes | |
ScatterSky | |
ColorF | ambientScale |
Modulates the ambient color of sunlight. | |
float | exposure |
Controls the contrast of the sky and sun during daytime. | |
ColorF | fogScale |
Modulates the fog color. Note that this overrides the LevelInfo.fogColor property, so you should not use LevelInfo.fogColor if the level contains a ScatterSky object. | |
float | mieScattering |
Affects the size and intensity of light scattering around the sun. | |
float | rayleighScattering |
Controls how blue the atmosphere is during the day. | |
float | skyBrightness |
Global brightness and intensity applied to the sky and objects in the level. | |
ColorF | sunScale |
Modulates the directional color of sunlight. | |
Advanced Lighting | |
Point3F | attenuationRatio |
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights. | |
filename | cookie |
A custom pattern texture which is projected from the light. | |
float | fadeStartDistance |
Start fading shadows out at this distance. 0 = auto calculate this distance. | |
bool | lastSplitTerrainOnly |
This toggles only terrain being rendered to the last split of a PSSM shadow map. | |
float | logWeight |
The logrithmic PSSM split distance factor. | |
int | numSplits |
The logrithmic PSSM split distance factor. | |
Point4F | overDarkFactor |
The ESM shadow darkening factor. | |
float | shadowDistance |
The distance from the camera to extend the PSSM shadow. | |
float | shadowSoftness |
ShadowType | shadowType |
The type of shadow to use on this light. | |
int | texSize |
The texture size of the shadow map. | |
Orbit | |
float | azimuth |
The horizontal angle of the sun measured clockwise from the positive Y world axis. This field is networked. | |
float | elevation |
The elevation angle of the sun above or below the horizon. This field is networked. | |
float | moonAzimuth |
The horizontal angle of the moon measured clockwise from the positive Y world axis. This is not animated by time or networked. | |
float | moonElevation |
The elevation angle of the moon above or below the horizon. This is not animated by time or networked. | |
Lighting | |
float | brightness |
The brightness of the ScatterSky's light object. | |
bool | castShadows |
Enables/disables shadows cast by objects due to ScatterSky light. | |
Misc | |
float | flareScale |
Changes the size and intensity of the flare. | |
LightFlareData | flareType |
Datablock for the flare produced by the ScatterSky. | |
Advanced Lighting Lightmap | |
bool | includeLightmappedGeometryInShadow |
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false). | |
bool | representedInLightmap |
This light is represented in lightmaps (static light, default: false). | |
ColorF | shadowDarkenColor |
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false). | |
Night | |
bool | moonEnabled |
Enable or disable rendering of the moon sprite during night. | |
ColorF | moonLightColor |
Color of light cast by the directional light during night. | |
string | moonMat |
Material for the moon sprite. | |
float | moonScale |
Controls size the moon sprite renders, specified as a fractional amount of the screen height. | |
ColorF | nightColor |
The ambient color during night. Also used for the sky color if useNightCubemap is false. | |
string | nightCubemap |
Cubemap visible during night. | |
ColorF | nightFogColor |
The fog color during night. | |
bool | useNightCubemap |
Transition to the nightCubemap during night. If false we use nightColor. | |
Static Public Attributes | |
static bool | isRenderable |
Disables rendering of all instances of this type. | |
static bool | isSelectable |
Disables selection of all instances of this type. |
Represents both the sun and sky for scenes with a dynamic time of day.
ScatterSky renders as a dome shaped mesh which is camera relative and always overhead. It is intended to be part of the background of your scene and renders before all other objects types.
ScatterSky is designed for outdoor scenes which need to transition fluidly between radically different times of day. It will respond to time changes originating from a TimeOfDay object or the elevation field can be directly adjusted.
During day, ScatterSky uses atmosphereic sunlight scattering aproximations to generate a sky gradient and sun corona. It also calculates the fog color, ambient color, and sun color, which are used for scene lighting. This is user controlled by fields within the ScatterSky group.
During night, ScatterSky supports can transition to a night sky cubemap and moon sprite. The user can control this and night time colors used for scene lighting with fields within the Night group.
A scene with a ScatterSky should not have any other sky or sun objects as it already fulfills both roles.
ScatterSky is intended to be used with CloudLayer and TimeOfDay as part of a scene with dynamic lighting. Having a ScatterSky without a changing time of day would unnecessarily give up artistic control compared and fillrate compared to a SkyBox + Sun setup.
void ScatterSky::applyChanges | ( | ) |
Apply a full network update of all fields to all clients.
ColorF ScatterSky::ambientScale |
Modulates the ambient color of sunlight.
Point3F ScatterSky::attenuationRatio |
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
float ScatterSky::azimuth |
The horizontal angle of the sun measured clockwise from the positive Y world axis. This field is networked.
float ScatterSky::brightness |
The brightness of the ScatterSky's light object.
Enables/disables shadows cast by objects due to ScatterSky light.
filename ScatterSky::cookie |
A custom pattern texture which is projected from the light.
float ScatterSky::elevation |
The elevation angle of the sun above or below the horizon. This field is networked.
float ScatterSky::exposure |
Controls the contrast of the sky and sun during daytime.
Start fading shadows out at this distance. 0 = auto calculate this distance.
float ScatterSky::flareScale |
Changes the size and intensity of the flare.
Datablock for the flare produced by the ScatterSky.
ColorF ScatterSky::fogScale |
Modulates the fog color. Note that this overrides the LevelInfo.fogColor property, so you should not use LevelInfo.fogColor if the level contains a ScatterSky object.
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false).
bool ScatterSky::isRenderable [static] |
Disables rendering of all instances of this type.
Reimplemented from SceneObject.
bool ScatterSky::isSelectable [static] |
Disables selection of all instances of this type.
Reimplemented from SceneObject.
This toggles only terrain being rendered to the last split of a PSSM shadow map.
float ScatterSky::logWeight |
The logrithmic PSSM split distance factor.
Affects the size and intensity of light scattering around the sun.
float ScatterSky::moonAzimuth |
The horizontal angle of the moon measured clockwise from the positive Y world axis. This is not animated by time or networked.
The elevation angle of the moon above or below the horizon. This is not animated by time or networked.
Enable or disable rendering of the moon sprite during night.
ColorF ScatterSky::moonLightColor |
Color of light cast by the directional light during night.
string ScatterSky::moonMat |
Material for the moon sprite.
float ScatterSky::moonScale |
Controls size the moon sprite renders, specified as a fractional amount of the screen height.
ColorF ScatterSky::nightColor |
The ambient color during night. Also used for the sky color if useNightCubemap is false.
string ScatterSky::nightCubemap |
Cubemap visible during night.
ColorF ScatterSky::nightFogColor |
The fog color during night.
The logrithmic PSSM split distance factor.
Point4F ScatterSky::overDarkFactor |
The ESM shadow darkening factor.
Controls how blue the atmosphere is during the day.
This light is represented in lightmaps (static light, default: false).
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false).
The distance from the camera to extend the PSSM shadow.
The type of shadow to use on this light.
Global brightness and intensity applied to the sky and objects in the level.
ColorF ScatterSky::sunScale |
Modulates the directional color of sunlight.
The texture size of the shadow map.
Transition to the nightCubemap during night. If false we use nightColor.